Improving patcher performance (and avoiding slab to matrix for alpha blending)

    Sep 10 2013 | 2:03 am
    Hi all - I've got a patcher that's nearly done, but I'm not happy with the performance. I read about the vade optimizations ( - and watched the cycling74 tutorial on optimization - I've tried various combinations of things to get my framerate up - which you can see in this patch, such as qlim on the preview monitor, unique 1 on the movies, disabling onscreen on the preview window, etc.
    One thing I have a feeling is that, while I'm rendering a syphon live camera feed and a movie together on a slab, I later use a matrix to alpha blend that with another video. I feel like there's a way to accomplish this while maintaining the use of slabs, but I haven't figured it out.
    At any rate, if anyone is willing to have a peak at the patch and suggest some optimizations, or even point me in the right direction, I'd be incredibly grateful. Thanks!

    • Sep 10 2013 | 7:39 am
      The patch doesn't have any video or live feed so it's impossible to test.
    • Sep 10 2013 | 11:45 am
      Yes - the live videos are pulled in from a text file - each one that I'm using is about 2GB so I can't attach them. I was more just hoping someone could look at the patch and see if there's anything I'm doing that seems like it would cause a performance bottleneck, or could be optimized.
    • Sep 10 2013 | 5:18 pm
      you will definitely get better performance if you remove the readback to jit.matix. alphablending is very simple to achieve in GL land (once you know a few details).
      simply overlay two gl.videoplanes, with @depth_enable 0, @blend_enable 1, and control the layer order with @layer attribute.
    • Sep 11 2013 | 12:57 pm
      This is great! Definitely faster. Is there any way to still have a preview of the entire composition now that things are separated in to two video planes? Before it was stemming off the combined matrix - but now that combination is only happening from a blend parameter off two different objects.